[Question] Largest map size and playability?

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Tweaky
Posts: 107
Joined: 2007-07-07 19:02

[Question] Largest map size and playability?

Post by Tweaky »

Having thoughts on making a very large scale map, possibly larger than Kashan.

I haven't made any maps since BF1942 days for Desert Combat, so it has been a while, but I suspect nothing has changed much.

Just curious as to what map size Kashan is, and if it is easily possible to increase a map size to even double of what Kashan is.

And performance wise, would it have much of an impact? Does the visibility/haze need to be limited in such a way to control that? What other complications might there be? (filesize, load times, etc)

I already run on a really fast and decent system, and it would be hard to use it as a benchmark for FPS, since a lot of other people play on older systems.

Sorry if this has been mentioned already, keywords I could only think of didn't give back any results.
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BetterDeadThanRed
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Post by BetterDeadThanRed »

From what I understand, you can go larger than 4x4km (Kashan), but you end up with texture issues and the tiles become too large to make realistic terrain. It is possible to go larger, but the map needs to be largely covered in water.
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Tweaky
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Post by Tweaky »

Ahhhh.... so the texture is trying to stretch more on a larger scale/grid?

That would seem odd to me. I'd think you could just bump up the resolution/size of the texture, but I guess not? Doesn't BF2 still allow for detail textures (close-up), while still having a blotchy mass terrain texture?

That might not be so good for what I am after here... I need some texture detail in important areas :-S
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GeZe
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Post by GeZe »

the maximum resolution for the height map is 1024x1024

Kashan is scale 4, meaning that each dot on the height map is 4 metres by 4 metres, and as such is 4km x 4km, but as you see, the terrain can not be very detailed

It is possible to do a scale 8 map, except that the colour maps won't expand beyond the middle 4km x 4km square, so outside that has to be water, and also the terrain will be even less detailed as each square will be 8m x 8m
Rhino
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Post by Rhino »

I have never tried pushing it beyond 8x8 kms as I know the issues with 8KM^2 maps will only get worse as you get on, ie, they can only be island maps at the very, very most.

really if you want to start getting back into mapping, and aint mapped for BF2 yet, even if you have mapped for 1942, really first read the tuts and do a few mess around, 256x2 maps (0.5 x 0.5 km) just to get to grips with the thing, it is much harder than you think. trying to make a good map to release before you have got grips with the editor only means it will turn out like **** and put you off. I made around 5 maps before I made muttrah, and only the 2 before muttrah could have been released but the reason I did not is cos 1 was for vBF2, custom map, and as soon as I saw how custom maps where going down in vBF2, like every one else, saw no point in finishing it, and the other was for a BF2 mod that never made the surface which was a big shame, but by doing them i learnt a hell of alot which then I made muttrah with that knowladge and compard to what I can do today that was utter ****. With every map you make you will learn new skills, ways and get better with your detail.

Duckhunt made Al Basrah 3 times before he made the version that went in v0.4, 3 times cos he thought like you he would be able to release the map. Lucky the guy just has such a strong head and knew he had to start over, and from there he has with my help and others in the team improved it from there to what it is now in .6 with the main issues with .4 being performance etc :)

but really, work on 256x2 maps at first as they are really quick to save your terrain edits, unlike a scale 4 map, I had to buy anouther gig of ram just the other day cos I was running out of memory with my 2gbs to save my undergrowth on qinling, and I am not shitting you that my PC on save would just use up 100% of my 2gbs and then crash cos it didnt have anything left to save with, where a 256map takes up nothing, saves in like 1/8 of the time so much easier to learn with.

anyways, take it or leave it :p

EDIT: also this list of tuts should help you, do them on your 256x2 map :p https://www.realitymod.com/forum/start- ... 20862.html
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Tweaky
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Post by Tweaky »

I already know how-to do detailed height mapping and had experience with various editors back in BF1942. Also a long time user of Terragen. Nevertheless, I am going to do certain 'pieces' of terrain in small 256 squares as you say... For what I am after, it will take time to master so it looks realistic in BF2. Will try and work with some of my own textures too.

An 8x8 map surely would've made my idea A LOT nicer, but I think I can make a 4km wide map fit plenty of terrain in. Perhaps I haven't grasped just how large of space Kashan doesn't use, and there is plenty of space anyways.

As you have done with Muttrah, I am going to try and at least do an accurate representation of a real location... and there is NO water around it as far as the eye can see... so 8x8 is off the list :D . Was looking at some real Muttrah photos, and I must say you've done a great recreation. So I am inspired to make another lifelike map for PR, since it could REALLY use more of them. (Had enough of these fictional feeling locations that carry the name of a real environment). One issue though is that the real size of the place is twice as big for even 4km... so I have to make some compromises :( .

My only drawback to making this map of mine look complete and uber sexeh... is the fact that I don't do much 3D modelling, if any. Would need some help later on with most objects/buildings... because they will need a distinctive look to fit the theme. But I wont worry too much about that now.

Thanks for the feedback!
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Rhino
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Post by Rhino »

hehe, cheers.

Terrgen I would only use for speeding up the mapping process and making a more quility product. I only use L3DT which is more or less the same thing to give me a good base colourmap, detailmap, over and under growth maps then ontop of that I hand paint. Do all my terrain by hand, but use Photoshop to give out a good base. I dont like using terrain generated to generate the terrain as you never get really what you want and you end up modifying it more than if you just did it in the first place with photoshop and hand painted ontop :p

And before you can learn how to do any of that, you need to find out what files do what etc ;)

I think you will find the BF2 editor surprisingly unforgiving :p
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Sabre_tooth_tigger
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Post by Sabre_tooth_tigger »

An island surrounded by lots of water sounds alot like wake island, not a completely useless idea to try?


Also I always think its unfortunate that we ever see map boundaries because they stand out so much and you get that stupid warning. Like Kashan is massive but the airport is stuck right on the edge so some will get a warning every time they pass over the airfield, it just seems less then ideal.

A large boundary does not seem so bad but then maybe people would use it to flank and it'd play bad, not sure
Outlawz7
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Post by Outlawz7 »

Is it possible to have the heightmap resized in Photoshop, but scale stays the same? Like 2048x248x2 instead of 1024x1024x4?

Been thinking about that one, but probabyl won't work
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Rhino
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Post by Rhino »

Outlawz wrote:Is it possible to have the heightmap resized in Photoshop, but scale stays the same? Like 2048x248x2 instead of 1024x1024x4?

Been thinking about that one, but probabyl won't work
the biggest problem is the terraindata.rar file.

that file contains all the info about your terrain in your map, and ehhh, its made out of raw code. as I have never been able to edit it with any luck, not has any one else, it dont look possible. thou if some one could, you could do that, and also rescale or even add in more colour / detail maps etc.
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Wasteland
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Post by Wasteland »

Rhino, on a scale 8 map would the surrounding water need to be completely clear, or could one place a carrier on the edge of the map?
Originally Posted by: ArmedDrunk&Angry
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Rhino
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Post by Rhino »

you can place a carrier there, it has no effect on the water, only the terrain.
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